diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c index bcd25e92458..0721d2a501c 100644 --- a/dlls/d3d8/device.c +++ b/dlls/d3d8/device.c @@ -1606,6 +1606,7 @@ static HRESULT WINAPI d3d8_device_Clear(IDirect3DDevice8 *iface, DWORD rect_coun } wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = wined3d_device_clear(device->wined3d_device, rect_count, (const RECT *)rects, flags, &c, z, stencil); wined3d_mutex_unlock(); @@ -2287,6 +2288,7 @@ static HRESULT WINAPI d3d8_device_ValidateDevice(IDirect3DDevice8 *iface, DWORD TRACE("iface %p, pass_count %p.\n", iface, pass_count); wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = wined3d_device_validate_device(device->wined3d_device, pass_count); wined3d_mutex_unlock(); @@ -2417,6 +2419,7 @@ static HRESULT WINAPI d3d8_device_DrawPrimitive(IDirect3DDevice8 *iface, vertex_count = vertex_count_from_primitive_count(primitive_type, primitive_count); wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); d3d8_device_upload_sysmem_vertex_buffers(device, start_vertex, vertex_count); wined3d_device_set_primitive_type(device->wined3d_device, primitive_type, 0); hr = wined3d_device_draw_primitive(device->wined3d_device, start_vertex, vertex_count); @@ -2439,6 +2442,7 @@ static HRESULT WINAPI d3d8_device_DrawIndexedPrimitive(IDirect3DDevice8 *iface, index_count = vertex_count_from_primitive_count(primitive_type, primitive_count); wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); base_vertex_index = wined3d_device_get_base_vertex_index(device->wined3d_device); d3d8_device_upload_sysmem_vertex_buffers(device, base_vertex_index + min_vertex_idx, vertex_count); d3d8_device_upload_sysmem_index_buffer(device, start_idx, index_count); @@ -2509,6 +2513,7 @@ static HRESULT WINAPI d3d8_device_DrawPrimitiveUP(IDirect3DDevice8 *iface, } wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = d3d8_device_prepare_vertex_buffer(device, size); if (FAILED(hr)) goto done; @@ -2610,6 +2615,7 @@ static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); hr = d3d8_device_prepare_vertex_buffer(device, vtx_size); if (FAILED(hr)) goto done; @@ -2689,6 +2695,8 @@ static HRESULT WINAPI d3d8_device_ProcessVertices(IDirect3DDevice8 *iface, UINT wined3d_mutex_lock(); + wined3d_device_apply_stateblock(device->wined3d_device, device->state); + /* Note that an alternative approach would be to simply create these * buffers with WINED3D_RESOURCE_ACCESS_MAP_R and update them here like we * do for draws. In some regards that would be easier, but it seems less